for 2-5 players • ages 8 and above • 40-80 minutes...
TRANSCRIPT
ComponentsInside Small World™, you r:
� 4 Maps of Small Woboards, one for each o
� 6 Player Summary shserve as a game turn
� 14 Fantasy Race bannout when In Decline, own design
� 168 Matching Race to
� 20 Unique Special Power badges, plus1 blank badge for a special power ofyour own design
Amazon
15 Amazons 8 Dwar
11 Giants 11 Halfl
For 2-5 players • Ages 8 and above • 40-80 minutes
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will discove
rld, contained on two double-sidedf the four possible player configurations
eets, one for each player and one to reference for the group
ers, colored when Active and grayed-plus 1 blank banner for a race of your
kens & 18 Lost Tribe tokens:
� The following game pieces:
� 109 Victory Coins (30 "10"s, 24 "5"s, 20 "3"s and 35 "1"s)
� 1 Custom Reinforcement Die
� 1 Game Turn marker
� This Rules booklet, with 1 Days ofWonder Online Access Number
Number of players
s, Active and In Decline
10 Troll Lairs
5 Encampments
2 Holes-in-the-Ground
2 Heroes
1 Dragon
The Game Turn marker
VictoryCoins
6 Fortresses 9 Mountains
ves 11 Elves 10 Ghouls
ings 10 Humans 10 Orcs
13 Ratmen 20 Skeletons 18 Sorcerers 11 Tritons
10 Trolls 10 Wizards 18 Lost Tribes
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Object of the gameSpace is getting tight in Small World. There are just too many
races living off your land - land your ancestors bequeathed toyou in hopes you would build an empire with which you coulddominate the world.
Picking a fantasy Race and Special Power combination, youmust use their unique racial traits and skills to conquersurrounding Regions and amass Victory coins - often at theexpense of weaker neighbors. Placing troops (Race tokens) invarious Regions, and conquering adjacent lands, you earn Victorycoins for each Region you occupy at the end of your turn.Eventually, your race will become increasingly over-extended(like those you have already crushed!) and you will need toabandon your civilization and look for another. The key to yourvictory is knowing when to push your empire into decline andride a new one to supremacy in the land of Small World!
Starting the gameThe player whose ears are the most pointed starts the game,
and takes his first turn. The game then proceeds clockwise,from player to player. Once all players have had a turn, a newturn begins.
The First Player moves the Game Turn marker forward onespot on the Game Turn Track, and proceeds with his next turn,followed by the others.
When the Game Turn marker reaches the last spot on theGame Turn Track, one final turn is played by all and the gameends. The player who has amassed the most Victory coins isdeclared the winner of the game.
If this is the first time you play, punch out all thepieces from the game's punchboards. Sort themand place them in the wells designed for each typeof piece. Some types fit in the removable storagetray that came with your game. Other componentsfit inside their respective wells in the main vacuumtray of the game box. Refer to the illustration inAppendix I on p. 8 for more details on how toorganize your tokens.
� Pick the Small World map that matches yournumber of players as indicated by the symbolnext to the Game Turn track and place it in thecenter of the table.
� Place the Game Turn marker on the first spotof the map's Game Turn track �. The track is usedto monitor the game's progress. The game ends atthe end of the turn in which the Game Turn marker
reaches the last position on the track (8th, 9th or10th turn, depending on the map played).
� Pull the removable storage tray with all of itsRace tokens out of the box and place it open next tothe board map within easy reach of all players�.
� Shuffle all the Race banners; draw five atrandom and lay them face up (i.e. colored sidevisible) in a single column �. Place theremaining banners face up, in a single stack, atthe bottom of the column �. Do the same withthe Special Power badges, shuffling them andplacing one to the left of each Race banner, itsround edge fitting snuggly into the banner'sround opening. Stack the rest of the badges in apile to the left of the Race banners stack �. Youshould now have a total of 6 Race banner andSpecial Power badge combos visible face up on
the table, including the one on top of the stacks.� Place a Lost Tribe token on each
Region of the map featuring a LostTribe symbol . The Lost Tribes areremnants of long-forgotten civilizations thathave fallen into decline but still populate someRegions at game start.
� Put a Mountain token on each Region of themap featuring a Mountain .
� Give each player five "1" Victory coins �.Place all remaining coins, including all "3"s, "5"sand "10"s, in a Victory stash next to the board,within easy reach of all players. These coins willserve as your currency during the game, and helpdetermine the winner at the end.
Setting up the game
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I. The first turnDuring the First Turn of the game, each player:
1. Picks a Race and Special Power combo
2. Conquers some Regions
3. Scores some Victory coins
1. Picking a Race and Special Power Combo
The player selects one Race and Special Power combo, fromamong the six that are visible on the table (including thecombo made of the Race banner and Special Power badgesitting on top of the stacks at the bottom of the column).
The cost of each combo is determined by its position in thecolumn. The first combo - located at the top of the column - isfree. Each of the other combos, as you move in successiondown the column, costs one additional Victory coin. That costis paid by the player dropping one of his Victory coins on eachof the combos situated above the combo he wishes to pick.
If the combo a player selects contains some Victory coins(dropped by players who previously passed up this combo),the player pockets these coins; he must still drop one of hisown Victory coins on each of the combos located above theone he selected, however.
The player places his combo selection face up in front of him,and picks a number of matching Race tokens in the removablestorage tray equal to the sum of the values indicated on theRace banner and its associated Special Power badge.
Unless stated otherwise (for example, Skeletons or Sorcerers)these Race tokens are the only ones the player will be able todeploy for this race during the course of the game.
If, on the other hand, a Special Power (or Race power) letsyou take additional Race tokens from the storage tray duringthe course of the game, you are still limited by the total
number of tokens physically available. So a player with 18Sorcerer tokens on the board won't be able to use his Sorcererpower again until some of his tokens become available.
Finally, the player replenishes the column of combosavailable to others; this is achieved by sliding existing combos(and the Victory coins sitting on them, if any) up one positionin the column, so as to fill the void, and revealing a new combofrom the top of the stack, if appropriate. There should thusalways be 6 combos visible to all players, on the table (withinthe limit of Race banners and Special Power badges availablein the pile, once reshuffled if need be, of course).
The player, wanting theMerchant Skeletons as hisstarting Race and Special
Power combo, drops 1 of hisVictory coins on each of thecombos above it, and takes
this set.
The player's chosen Race & Special Power combo and its corresponding 6+2=8 Race tokens.
Replenishing the column of Race and Special Power combos
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2. Conquering Regions The player's Race tokens are used to conquer Regions of the
map, whose occupation will yield Victory coins for that player.
> First ConquestA player's race deploying on the map for the first time must
enter it by conquering one of its border Regions (i.e. a Regionadjacent to the edge of the board or one whose shore is on aSea adjacent to the edge of the board).
> Conquering a RegionTo conquer a Region, a player must have available to deploy:
2 Race tokens + 1 additional Race token for each Encampment,Fortress, Mountain, or Troll's Lair marker + 1 additional Race tokenfor each Lost Tribe or other player's Race token already present inthe Region. Seas and Lakes cannot usually be conquered.
Upon conquering a Region, the player must deploy the Racetokens he used to conquer this Region inside its borders onthe map. These tokens must remain in this Region until theplayer reorganizes his troops at the end of this turn (see TroopRedeployment, p. 5).
Important Note: Regardless of a Race and/or Special Powerbenefit, a player must always have at least one Race tokenavailable to initiate a new Conquest.
> Enemy Losses & WithdrawalsIf Race tokens of another player occupied the Region prior
to its conquest, that player must immediately take all of theseRace tokens back in hand and:
� Permanently discard one Race token back into the Storagetray;
� Keep the other Race tokens in hand, and redeploy themin any other Region(s) still occupied by his race (if any) asthe final action of the current player's turn.
The Region(s) in which the remaining Race tokens, if any,redeploy do not have to be adjacent or contiguous to theRegion(s) they fled from. If all of a player's Regions wereattacked this turn, leaving him with some Race tokens in handbut none on the board, he may redeploy these as if he wasdoing a First Conquest, on his next turn.
When a Region defended by a single token is captured, thedefending token is discarded. This will usually be the case if thedefending token is a Lost Tribe or when the defending tokenbelongs to a Race In Decline (see Entering into Decline, p. 6).
Note: A player may choose to conquer a Region occupied byhis own In Decline token, if he wishes to: He will lose thattoken, but might gain access to a Region that is moreprofitable for his new Active Race tokens to occupy.
Mountains are immovable, and remain in place to providedefense for their new conqueror.
> Following ConquestsThe active player can repeat this process to conquer as
many new Regions as he wishes during his turn, provided hehas enough Race tokens left to accomplish these successiveconquests.
Each of the newly conquered Regions must be adjacent to(i.e. sharing a border with) a Region already occupied by hisRace tokens, unless permitted otherwise by his Race and SpecialPower combo.
To enter the board through these Lost Tribe-occupied Hills, the player must use 3 of his precious Race tokens.
After successfully conquering the hills, this bad-to-the-bone crewventures into the elves' neighboring farmlands.
Encampments Troll Lairs Fortresses Mountains
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> Final Conquest Attempt/Reinforcement Die RollDuring the final conquest attempt of his turn, a player may
find himself with not enough Race tokens left to conqueranother Region outright. Provided he still has at least oneunused Race token, the player may attempt one final conquestfor his turn by selecting a Region that he would normally be 3or less Race tokens short to conquer. Once the Region isselected, the player rolls the Reinforcement Die once. Note thatthe Region the player wishes to make his last conquest targetfor the turn must be selected before rolling the die. This Regiondoes not have to be the weakest one available for attack either,provided it could still be conquered with a lucky die roll.
If the sum of the die rolled, combined with the Race token(s)left in his possession, is high enough to conquer the Region, theplayer deploys his remaining Race token(s) there. Otherwise, hedeploys his remaining token(s) in one of the Regions he alreadyoccupied prior. Either way, his conquests for the turn endimmediately thereafter.
> Troop RedeploymentOnce a player's conquests for the turn have ended, he may
freely redeploy the Race tokens he has on the board, movingthem from one Region to any other Region occupied by his race(not necessarily just an adjacent or contiguous Region), providedthat at least one Race token remains in each Region under hiscontrol.
3. Scoring Victory CoinsHis turn now complete, the player receives 1 coin from the
Victory stash for each Region his Race tokens occupy on themap. The player may also collect additional Victory coins as aresult of his Race and/or Special Power benefit.
As the game progresses, a player will likely have some tokensfrom another race on the map. These tokens are the remnantsof an earlier race he chose to put In Decline previously (seeEntering into Decline, p. 6).
The Regions these In Decline tokens occupy also each contribute1 Victory coin to the player; Though the Race banner and SpecialPower benefits no longer contribute any bonus coins, unlessexplicitly stated otherwise in said Race or Special Power benefit.
Players keep their Victory coins stacked together, their valuehidden from other players at all times; final scores are notrevealed until the end of the game. If necessary, a player mayrequest change from the Victory stash for his coins at any time.
With 3 Regions occupied, the Merchant Skeletons receive 3 Victory coins,plus 3 bonus Victory coins for their Merchant Special Power
(1 bonus Victory coin for each Region they occupy).
The player redeploys his Skeleton Troops in his Regions. This redeployment includes 1 additional Skeleton token received as
a result of the Skeletons racial capacity (1 bonus Race token for every 2 non-empty Regions captured this turn).
The Hill Tritons' Special Power is Active; the player controlling themreceives one bonus Victory coin, since the Tritons occupy a single HillRegion. The same player's Skeletons' Merchant Special Power is no
longer Active, since the Skeletons went In Decline. The player receives oneVictory coin per Region his Skeletons occupy, but no bonus Victory coins.
Thanks to a lucky Reinforcement Dieroll and despite a bare-bone crew,
the Skeleton player manages to conquerthese Mountains as his final conquest
for this turn.
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II. Following turnsIn following turns, the first player moves the Game Turn
marker up one spot on the track and the game continuesclockwise. During his turn, each player must now either:
� Expand the reach of his race through new conquests
OR
� Put his race In Decline to select a new one.
The player then scores Victory coins again (see Scoring Victorycoins, p. 5).
Expanding through new Conquests> Ready your Troops
Leaving in place one Race token in each Region they occupy,the player may take all his other Active Race tokens from themap back in hand and use them to conquer new Regions.
> ConquerAll rules relative to the conquest of a new Region (see
Conquering Regions, p. 4) must be respected, with the exceptionof the rule relative to the First Conquest - which only applies tonew races entering on the map.
> Abandoning a RegionOnly those Race tokens that were taken back in hand may
be used to conquer new Regions. If a player wishes to free upsome more Race tokens, he may opt to entirely empty upsome - or all - Regions, leaving no Tokens there; but in thiscase, these now abandoned Regions will no longer beconsidered his, nor bring him any Victory coins. If the playerchooses to abandon all the Regions he previously occupied,his next conquest must follow the same rules as its FirstConquest (see First Conquest, p. 4).
Entering In DeclineOnce a player thinks that his Active race is over-
extended and no longer has the impetus required tocontinue expanding successfully or defend itself from
increasingly threatening neighbors, he may choose to put it InDecline by selecting a new Race and Special Power combo fromthose available on the table at the start of his next turn.
To do so, the player flips his current Race banner upside down,so that the grayed-out In Decline side becomes visible to all,and discards the Special Power badge that was associated withit as that Special Power badge is no longer in effect, unlessdictated otherwise (e.g. Spirit Special Power).
He also flips a single Race token onto its In Decline side ineach Region those tokens occupied and removes all othertokens of this Race from the map, placing them back into thestorage tray.
Each player can only have a single race In Decline on the mapat any given time. If the player still has tokens from an earlierIn Decline race left on the map, those are all immediatelyremoved from the map and placed back in the storage tray,before flipping the new tokens into Decline.
The Race banner of the now vanished race is placed at thebottom of the stack of Race banners, or in the lowest emptyslot in the banner column, if any. The same is also done whenthe last token of a race In Decline is wiped off the map as theresult of their last Region being conquered.
The player can make no conquests during the turn his racegoes into decline; his turn ends immediately after scoring! Hegains 1 Victory coin for each Region his newly In Decline tokensoccupy, but unless stated otherwise, he scores no Victory coinsfrom his now In Decline Race banner power or discarded SpecialPower benefits.
On his next turn, the player will select a new Race and SpecialPower combo from among those now available to him. He thenfollows the same rules used during the first turn of the game.The only difference, but it's a sizeable one, is that the playerwill now likely collect Victory coins from his new race as well asfrom left-over tokens of his now In Decline race, during theScoring Victory coins phase of his turn.
These Merchant Skeletons were bad to the bone! Their remnants are now wiped off the map and their Race banner
placed back at the bottom of the pile.
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In the unlikely event there are not enough Special Powerbadges left in the Special Powers stack to keep putting newRace and Special Power combos on the table, shuffle previouslydiscarded Special Power badges into a new stack.
End of the gameOnce the Game Turn marker has reached its final spot on theGame Turn track and all players have had a chance to play afinal turn, the Victory coins held by each player are revealedand tallied. The player with the highest score wins. In the caseof a tie, the player with the most Race tokens (Active + InDecline) still on the board is the winner.
The time of decline has come for these Hill Tritons. Their tokens are now all removed except for one that is put In Decline in each Region previously occupied; their Race banner is flipped over
and its associated Special Power badge is now discarded.
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AppendicesI. Organize the Storage TrayBecause the Small World box contains many punchboards, onceyou have punched out all the tokens and coins, you will be leftwith a big gap between the top of the vacuum tray on whichyour boards sit and the cover of the box. If you like to store yourgames in an upright position, this void will likely cause theboards and all the tokens stored below it to move around andbecome jumbled.
To avoid this, we recommend the following one-time operation:Once all pieces have been punched out from the punchboards,take the left-over, now empty punchboard frames and ratherthan throw them away, stack them back up on the table.Carefully pull the vacuum tray insert that sits at the bottom of
your game box and extract it, being careful not to break thethin plastic. Now place the stacked punchboard frames at thebottom of your game box and place the vacuum tray back inplace inside the box so that it now sits on top of these. It is nowraised by the right amount so that once boards are placed backon top they sit flush with the box cover. You are now ready tostore your game box vertically, without having to worry aboutthe game components shifting around.
The illustration below shows you where the various gametokens, markers and coins should fit. The extractable storagetray is used solely for storing Race tokens, with a compartmentdedicated for each race. The size of some of the wells in this trayhas been standardized to facilitate the placement of the variousRace tokens. All other coins, tokens and markers go in theirdesignated spot, inside the main vacuum tray of the game box.The boards, summary sheets and rules go on top.
II. The Races and Special Powers of Small World
There are 14 Races and 20 Special Powers in Small World.
Each Race has its own distinctive Race banner, and tokens insufficient number to deploy with any Special Power badge.
Each Special Power badge gives a unique benefit to the race itis associated with.
The Race tokens are placed on the map colored side face up
when the race is Active, and colored side face down once therace is In Decline.
Unless stated otherwise, the benefits granted by an Active Racebanner and its associated Special Power badge alwayscumulate, and no longer apply once the race is put In Decline.
A Region is deemed non-empty if, and only if, it contains at leastone Lost Tribe or Race token (Active or In Decline). A Region thatcontains a Mountain marker but no Lost Tribe or enemy Racetoken is considered empty.
Removable storage trayGame pieces
Die
Race banners andSpecial Power badgesVictory coins
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> The Races The list that follows details the benefit(s) conferred to each race;the number of matching Race tokens received when selectingthis Race banner is indicated by the numerical value listed onthe banner.
AmazonsFour of your Amazon tokens may only beused for conquest, not for defense, asindicated by the +4 on the banner itself. Soyou start each turn with 10 Amazon tokens(plus any additional ones that may be
granted to you by the Special Power associated with theAmazons, depending on your combo). At the end of each ofyour Troop Redeployments (see Troop Redeployment, p. 5),remove four tokens from the map, making sure to leave at leastone Amazon token in each of your Regions if possible, and onlytake these four tokens back in hand to redeploy on the maponce you Ready your Troops (see Ready your Troops, p. 6) atthe start of your next turn.
DwarvesEach Mine Region your Dwarvesoccupy is worth 1 bonus Victorycoin, at the end of your turn.This power is kept even whenthe Dwarves are In Decline.
ElvesWhen the enemy conquers one of yourRegions, keep all your Elf tokens in hand forredeployment at the end of your turn,rather than discarding 1 Elf token back intothe storage tray (see Enemy Losses &Withdrawals, p. 4).
GhoulsYour Ghoul tokens all stay on the map whengoing into Decline, instead of the usual 1token per Region. In addition, unlike otherRaces, once In Decline, your Ghouls cancontinue to conquer new Regions each turn,
playing exactly as if they were still Active tokens. However theseconquests must be done at the start of your turn, before anyconquest by your Active race. You may even attack your owncurrently Active race with your In Decline Ghouls, if you wish.
GiantsYour Giants may conquer anyRegion adjacent to a MountainRegion they occupy at a cost of 1less Giant token than normal. A minimumof 1 Giant token is still required.
HalflingsYour Halfling tokens may enter the mapthrough any Region of the map, not justborder ones. Place a Hole-in-the-Ground ineach of the first 2 Regions you conquer, to
make them immune to enemy conquests as well as racial andspecial powers. You remove your Holes-in-the-Ground (and losethe protection they confer in these Regions) when your Halflingsgo into Decline, or if you choose to abandon a Region containinga Hole-in-the-Ground.
HumansEach Farmland Region yourHumans occupy is worth 1bonus Victory coin, at theend of your turn.
OrcsEach not empty Region your Orcs conqueredthis turn is worth 1 bonus Victory coin, at theend of your turn.
RatmenNo Race benefit; their sheer number oftokens is enough!
SkeletonsDuring your Troop Redeployment (p. 5),take 1 new Skeleton token from thestorage tray for every 2 non-empty Regionsyou conquered this turn, and add it to thetroops you redeploy at the end of your turn.
If there are no more tokens in the storage tray, you do notreceive any additional tokens.
SorcerersOnce per turn and per opponent, yourSorcerers can conquer a Region by substi-tuting one of your opponent's Active tokenswith one of your own taken from the storagetray. If there are no more tokens in the
storage tray, then you cannot conquer a new Region in this way.The token your Sorcerers replaces must be the only race tokenin its Region (A single Troll token with its Troll's Lair is consideredalone for this purpose; likewise for a Race token in a Fortress oron a Mountain, these markers provide no protection to a loneRace token) and that Region must be adjacent to one of yourSorcerers'. Place the substituted opponent's Race token back intothe storage tray.
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TritonsYour Tritons may conquer all Coastal Regions(those bordering a Sea or Lake) at a cost of1 less Triton token than normal. A minimumof 1 Triton token is still required.
TrollsPlace a Troll's Lair in each Region your Trollsoccupy. The Troll's Lair augments yourregion's defense by 1 (just as if you had anadditional Troll token stationed there), andstays in the Region even after your Trolls go
into Decline. Remove the Troll's Lair if you abandon the Region orwhen an enemy conquers it.
WizardsEach Magic Region your Wizardsoccupy is worth 1 bonus Victorycoin, at the end of your turn.
Blank Race bannerWe have provided you with one additionalblank Race banner, which you may use to
create a race of your own invention. When designing such a raceand choosing the number of Race tokens to assign to it, keep inmind that it may end up associated with any possible SpecialPower. Make sure never to pick a number higher than 10 or youwill risk running out of Race tokens you might otherwise havebeen entitled to during the course of the game.
If you wish to play with your newly created race, use the tokensof another race (with a similar or greater number of tokens) asstand-in tokens for your new race - and make sure to removethe corresponding old Race banner from the game before thestart!
> Special PowersIn the description of Special Powers that follow, when we usethe term "you" or "your", we mean the Race tokens of your raceassociated with this Special Power. Unless explicitly statedotherwise, this usually excludes any token In Decline from yourearlier race.
The list that follows details the advantage(s) granted by thisSpecial Power; the additional number of Race tokens receivedwhen associating this Special Power to a Race banner is listedin the circle inside the Special Power badge.
AlchemistCollect 2 bonus Victory coins at the end of eachturn your race hasn't yet gone into Decline.
BerserkYou may use the Reinforcement die beforeeach of your conquests, rather than just thelast one of your turn. Roll the die first; selectthe Region you wish to conquer; then placethe required number of Race tokens (minus
the die results) there. If you do not have enough tokens left, thisis your final conquest attempt for the turn. As usual, a minimumof 1 token is still required to attempt the conquest.
BivouackingDeploy the 5 Encampment tokens in any ofyour Region(s), during your Troop Rede-ployment phase. Each Encampment countsas 1 Race token toward the defense of theRegion in which it is placed (thereby
possibly protecting a single Race token with an Encampmentfrom the Sorcerer's Special Power). Multiple encampments maybe placed in the same Region to obtain a higher defense bonus.Each turn you may break camp and settle in any new Regionyou occupy. Encampments are never lost duringan attack on the Region they are in, but alldisappear when the Race they were associatedwith goes into Decline.
CommandoYou may conquer any adjacent Region with1 less Race token than normal. A minimumof 1 token is still required.
DiplomatAt the end of your turn, you may select oneopponent whose Active race you did notattack this turn as your ally. You are now atpeace with him and he cannot attack youractive race until your next turn. You may
change allies each turn, or stay at peace with the sameopponent. Tokens In Decline are not impacted (so Ghouls InDecline are immune to this power and may still attack you).
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Dragon MasterOnce per turn, you may conquer a Regionusing a single Race token, regardless of thenumber of enemy tokens defending it. Onceconquered, place your Dragon there. TheRegion is now immune to enemy conquests
as well as to their racial and special powers until your Dragonmoves. During each new turn, you may move your Dragon to adifferent Region you wish to conquer. Your Dragon disappearswhen you go into Decline; remove it from the board and placeit back in the storage tray at that time.
FlyingYou may conquer any Region of the mapexcept Seas. These Regions do not need tobe adjacent or contiguous to ones youalready occupy.
ForestCollect 1 bonus Victory coin foreach Forest Region you occupyat turn's end.
FortifiedOnce per turn, place 1 Fortress in a Regionyou occupy. The Fortress is worth 1 bonusVictory coin at turn's end, unless you leaveor are In Decline. The Fortress also augmentsyour Region's defense by 1 (just as if you
had an additional Race token stationed there), even if you leaveor are In Decline. Remove the Fortress if youabandon the Region or when an enemyconquers it. There can only ever be a maximumof 1 Fortress per Region, and a maximum of 6Fortresses on the map.
HeroicAt the end of your turn, place each of your2 Heroes in 2 different Regions you occupy.These 2 Regions are immune to enemyconquests as well as to their racial andspecial powers until your Heroes move. Your
Heroes disappear when you go into Decline.
HillCollect 1 bonus Victory coin foreach Hill Region you occupy atturn's end.
MerchantCollect 1 bonus Victory coin for any Regionyou occupy at turn's end.
MountedYou may conquer any Hill orFarmland Region with 1 lessRace token than normal. Aminimum of 1 token is stillrequired.
PillagingEach non-empty Region you conquer thisturn is worth 1 bonus Victory coin at turn'send.
SeafaringYou can consider the Seas and Lakes as 3empty Regions you may conquer. You keepthese Regions even once you go intoDecline, and continue scoring for them foras long as you have tokens there.
SpiritWhen the Race tokens associated with yourSpirit Special Power go into Decline, theynever count toward the limit stated inEntering In Decline (p. 6) regarding having asingle In Decline race on the map at any
given time. You may thus end up with two different races InDecline on the map at the same time and score for them both.If a third race you control goes into Decline, your Spirits remainon the board, although the other race already In Declinedisappears, as normal. In other words, your In Decline Spiritsnever leave the map (except when taking losses fromopponents' conquests), though other races sent In Decline maygo away when a new race goes into decline.
StoutYou may go In Decline at the end of a regularturn of conquests, after scoring, instead ofspending an entire turn going into Decline.
SwampCollect 1 bonus Victory coinfor each Swamp Region youoccupy at turn's end.
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UnderworldYou may conquer any Regionwith a Cavern with 1 less Racetoken than normal. A minimumof 1 token is still required.
All Regions with a Cavern are also considered adjacent to eachother for your conquest purposes.
WealthyCollect 7 bonus Victory coins, once only, at theend of your first turn.
Blank Special Power badgeWe have provided you with one additionalblank Special Power badge, which you mayuse to create a Special Power of your owninvention. When designing such a Special
Power and choosing the number of Race tokens to associatewith it, keep in mind that it may end up associated with anypossible Race banner. Make sure never to pick a number higherthan 5 or you will risk running out of Race tokens you mightotherwise have been entitled to during the course of the game.
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Thanks first and foremost to the very dedicated play-testing crew of Bernard Jorion, Thomas Laroche, Vincent Piedboeuf, Yves Dohogne,
Stéphane Rimbert, Dom Vandaële, Fred Dieu, Benoît Kusters, Alexis Keyaerts.
Additional thanks to Cédrick Caumont, Thomas Provoost, Benjamin Slinger, Jean-Pierre Ernotte, Stéphane Van Esbeek,
Iris Fostiez, the members of the Repos, Tripot, Gang of Our and Alpaludismes play groups, and the attendees of the Rencontres Ludopathiques, Belgoludique,
Efpé WE and Rubrouck game conventions.
And a special thanks to Xavier Georges and AlainGotcheiner for their suggestions and contributions.
Last, but not least, Days of Wonder wishes to thank Bruno Cathala for calling our attention to this gem.
Days of Wonder, the Days of Wonder logo andSmall World - the boardgame are all trademarks orregistered trademarks of Days of Wonder, Inc. andcopyrights © 2009 Days of Wonder, Inc. All Rights reserved.
CreditsGame Design:
Philippe Keyaerts
Illustrations:
Miguel Coimbra
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SW Rules EN:Mise en page 1 19/02/09 15:33 Page 1
Žaidimą pradeda žaidėjas, turintis smailiausias ausis. Jis atlieka savo pirmąjį ėjimą. Žaidimas tęsiamas laikrodžio rodyklės kryptimi. Kuomet ėjimų žymeklis pasiekia paskutinį juostos laukelį, kiekvienas žaidėjas atlieka po paskutinį savo ėjimą. Žaidėjas, sukaupęs daugiausiai pergalės monetų, tampa nugalėtoju.
I. Pirmasis ėjimas1. Išsirinkite rasės ir specialios galios kombinaciją (psl. 3).
l Išsirinkite kombinaciją. Judant stulpeliu vertikaliai žemyn, kombinacijos kainuoja po vieną perga-lės monetą.
l Jei žaidėjo pasirinkta kombinacija turi pergalės monetų (paliktų žaidėjų, kurie ją anksčiau praleido), jis pasiima jas sau.
l Žaidėjas pasideda savo pasirinktą kombinaciją priešais save ir pasiima tiek atitinkamos rasės žetonų, kiek nurodyta ant rasės vėliavos ir specialios galios ženklo.
2. Regionų užkariavimas (psl. 4)
l Pirmasis užkariavimas: žaidėjo rasė, ateidama į žaidimą pirmą kartą, privalo įeiti užkariaudama vieną iš pasienio regionų (t.y. regioną, kuris ribojasi su žaidimo lentos kraštu arba kurio pakrantė ribojasi su jūra, siekiančia žaidimo lentos kraštą).
l Regiono užkariavimas: Kad užimtų regioną, žaidėjas privalo turėti laisvus 2 rasės žetonus + po 1 papil-domą rasės žetoną už kiekvieną stovyklavietės, tvirtovės, kalnų ar trolio urvo žetoną + po 1 papildomą rasės žetoną už kiekvieną dingusių genčių ar kito žaidėjo rasės žetoną, jau esantį regione. Jūros ir ežerai paprastai negali būti užkariaujami.
l Paskutinis bandymas užkariauti: kuomet pasirenkamas regionas, kurį žaidėjas bandys užka-riauti, žaidėjas ridena pastiprinimo kauliuką. Atminkite, kad žaidėjas turi pasirinkti regioną, kaip savo paskutinio puolimo objektą dar prieš ridendamas kauliuką. Šis regionas neprivalo būti sil-pniausias, kurį žaidėjas gali pulti, jis gali būti užimtas sėkmingai išridenus kauliuką.
l Karių pergrupavimas: kuomet žaidėjas baigė savo ėjimo užkariavimus, jis gali laisvai pergrupuoti savo žetonus, perkeldamas juos iš vieno regiono į kitą, užimtą jo rasės (regionai neprivalo liestis tarpusavyje), tačiau privalo savo kontroliuojamuose regionuose palikti bent po vieną žetoną.
3. Pergalės monetų gavimas (psl. 5)
l Pabaigęs ėjimą, žaidėjas gauna po 1 pergalės monetą iš pergalės monetų skrynios už kiekvieną regioną, kurį kontroliuoja jo rasės žetonai.
l Žaidėjas taip pat gali pasiimti papildomų monetų, jei tai leidžia jo rasės ir/ar specialios galios savybė.l Žaidėjai visuomet privalo laikyti visas savo pergalės monetas vienoje krūvelėje, nematomoje kitiem
žaidėjams.
II. Kiti ėjimaiPlėtimasis per naujus užkariavimus (psl.6)
l Palikdamas po vieną rasės žetoną kiekviename valdomame regione, žaidėjas gali pasiimti visus likusius aktyvius savo rasės žetonus nuo žemėlapio atgal į ranką ir naudoti juos naujiems regio-nams užkariauti.
l Užkariaukite: naujai įvedamoms į žemėlapį rasėms galioja pirmojo užkariavimo taisyklės.ARBA
Pasmerkimas nuopuoliui (psl.6)
l Žaidėjas užverčia savo turimą rasės vėliavą taip, kad visiems būtų matoma išblukusioji jos pusė ir išmeta savo specialios galio ženklą, nes jo efektas daugiau nebegalioja, nebent nurodyta kitaip (t.y. Dvasių specialioji galia).
l Taip pat, žaidėjas apverčia po vieną tos rasės žetoną kiekviename žemėlapio regione taip, kad matytųsi jo pusė, simbolizuojanti nuopuolį, ir pašalina nuo lentos visus kitus tos rasės žetonus bei padeda juos į atsargas.
l Jei žaidėjas ant žemėlapio vis dar turi anksčiau nuopuoliui pasmerktos rasės žetonų, prieš pasmerk-damas naują rasę nuopuoliui, žaidėjas privalo tučtuojau pašalinti visus tos rasės žetonus nuo stalo ir padėti juos į atsargas.
l Per kitą savo ėjimą žaidėjas pasirinks naują rasės ir specialios galios kombinaciją iš likusių galimų. Tuomet jis žais savo ėjimą pagal pirmojo ėjimo taisykles.
Pergalės taškai visada gaunami ėjimo pabaigoje (I.3).
Žaidimo pradžia
Vietovių tipai Žemėlapio simboliai
Olos regionas
Magiškas regionas
Kasykla Ūkiai Miškai Kalvos Pelkės Kalnai Upės ir ežerai
SMALL WORLD RASĖSAMAZONĖS: keturi Jūsų amazonių žetonai
gali būti naudojami tik užkariavimams, bet ne gynybai.
ORKAI: kiekvienas netuščias regionas, kurį Jūsų orkai užkariavo per šį ėjimą, ėjimo pabaigoje vertas 1 papildomos
pergalės monetos.
NYKŠTUKAI: kiekvienas kasyklų regionas, valdomas Jūsų nykštukų, Jūsų ėjimo
pabaigoje yra vertas vienos papildomos pergalės monetos.
ŽIURKIAŽMOGIAI: neturi jokios rasės savybės, pakanka jų žetonų skaičiaus!
ELFAI: kuomet priešininkas užima vieną iš Jūsų regionų, pasiimkite visus savo elfų žetonus karių pergrupavimui savo ėjimo pabaigoje, vietoje to, kad išmestumėte
vieną elfų žetoną į atsargas.
SKELETAI: per savo karių pergrupavimą paimkite po vieną naują skeletų žetoną iš
atsargų už kiekvienus du netuščius regionus, kuriuos užėmėte per šį ėjimą, ir pridėkite prie
savo pergrupuojamų karių.
VAMPYRAI: visi Jūsų vampyrų žetonai lieka ant žaidimo lentos, kuomet rasė pasmerkiama nuopuoliui. Kitaip nei
likusios rasės, kuomet patyrė nuopuolį, Jūsų vampyrai gali toliau kiekvieną ėjimą užkariauti regionus taip pat, lyg jie būtų
aktyvūs žetonai, tačiau šiuos užkariavimus turite atlikti savo ėjimo pradžioje, prieš
savo aktyvios rasės užkariavimus.
MILŽINAI: Jūsų milžinai gali užkariauti bet kurį regioną, kuris ribojasi su jų valdomais kalnais, naudodami vienu milžinų žetonu
mažiau nei įprastai, tačiau minimalus vieno milžinų žetono kiekis vis dar privalomas.
TRITONAI: Jūsų tritonai gali užkariauti bet kuriuos regionus, besiribojančius su jūra ar ežeru, panaudodami vienu žetonu mažiau nei įprasta. Tačiau minimalus vieno tritonų
žetono kiekis vis dar privalomas.
HALFLINGAI: Jūsų halflingai gali įžengti į žemėlapį per bet kurį regioną, nebūtinai per pasienio regionus. Pirmuose dviejuose Jūsų užkariautuose regionuose padėkite po urvo
žemėje žetoną, kuris suteiks šiems regionams imunitetą nuo priešininkų užkariavimų bei
rasių ar specialių galių savybių.
TROLLS: kiekviename Jūsų trolių valdomame regione padėkite po trolio urvo žetoną. Šis žetonas padidina Jūsų regiono
gynybą vienu tašku (taip, lyg tenai būtų dar vienas Jūsų trolių žetonas) ir lieka regione
net Jūsų troliams patyrus nuopuolį.
ŽMONĖS: kiekvienas ūkio regionas, valdomas Jūsų žmonių, ėjimo pabaigoje
vertas vienos papildomos pergalės monetos.
BURTININKAI: kiekvienas magiškas regionas, valdomas Jūsų burtininkų,
ėjimo pabaigoje vertas vienos papildomos pergalės monetos.
RAGANIAI: vieną kartą per ėjimą Jūsų raganiai gali užimti po vieną kiekvieno Jūsų priešininko regioną, pakeisdami
vieną iš jame esančių aktyvių žetonų vienu raganiaus žetonu iš atsargų.
SPECIALIOSIOS GALIOS
JŪREIVYSTĖ: galite laikyti jūras ir ežerus trimis laisvais regionais,
kuriuos galite užkariauti. Jūs kontroliuojate šiuos regionus, net kai pasmerkiate rasę nuopuoliui ir toliau gaunate už juos pergalės monetas,
tol kol turite juose žetonų.
ĮTŪŽIS: pastiprinimo kauliuką galite naudoti per kiekvieną savo
užkariavimą, o ne tik kartą per ėjimą.
TVIRTOVĖ: kartą per ėjimą, padėkite vieną tvirtovę į Jūsų
valdomą regioną. Ėjimo pabaigoje kiekviena tvirtovė verta vienos papildomos pergalės monetos,
nebent pasmerkiate rasę nuopuoliui.
STOVYKLAVIMAS: per savo karių pergrupavimą išdėliokite 5 stovyklaviečių žetonus savo
valdomuose regionuose. Kiekviena stovyklavietė, ginant regioną, skaičiuojama kaip vienas rasės
žetonas (todėl gali apsaugoti vieną žetoną nuo raganių sugebėjimo).
NARSA: galite pasmerkti savo rasę nuopuoliui po savo užkariavimų gavę
pergalės monetų. Jums nereikia sugaišti viso ėjimo, kad pasmerkti
savo rasę nuopuoliui.
PELKĖ: ėjimo pabaigoje pasiimkite po vieną papildomą pergalės monetą
už kiekvieną Jūsų kontroliuojamą pelkės regioną.
DIPLOMATAS: savo ėjimo pabaigoje galite pasirinkti vieną savo priešininko
aktyvią rasę, kurios šį ėjimą nepuolėte, kaip sąjungininkę. Dabar tarp Jūsų taika ir ši rasė negali pulti
Jūsų aktyvios rasės iki kito ėjimo.
POŽEMIO KARALYSTĖ: galite užkariauti bet kurį olos regioną,
panaudodami vienu žetonu mažiau nei įprastai. Tačiau minimalus
vieno rasės žetono kiekis vis dar privalomas. Visi olos regionai puolant
laikomi gretimais.
PIRKLIAI: ėjimo pabaigoje pasiimkite po vieną papildomą
pergalės monetą už kiekvieną Jūsų kontroliuojamą regioną.
ALCHEMIKAS: kiekvieno ėjimo, kurio metu nepasmerkėte rasės nuopuoliui, gale pasiimkite dvi
pergalės monetas.
DVASIA: Kuomet rasės žetonai, susieti su dvasios specialiąja galia,
pasmerkiami nuopuoliui, jų nevaržo apribojimai, leidžiantys turėti tik
vieną nuopuolį patyrusią rasę.
KALVA: ėjimo pabaigoje pasiimkite po vieną papildomą pergalės monetą
už kiekvieną Jūsų kontroliuojamą kalvų regioną.
DRAKONO VALDOVAS: kartą per ėjimą galite užkariauti regioną
naudodami tik vieną rasės žetoną, nepriklausomai nuo to, kiek jį
gina priešininko žetonų. Užkariavę padėkite jame drakono žetoną.
GEROVĖ: pasiimkite 7 papildomas pergalės monetas, tačiau tik vieną
kartą, savo pirmojo ėjimo pabaigoje.
RAITI: galite užkariauti bet kurį kalvų arba ūkio regioną,
panaudodami vienu žetonu mažiau nei įprastai. Tačiau minimalus vieno rasės žetono kiekis vis
dar privalomas.
PĖŠIKAVIMAS: ėjimo pabaigoje pasiimkite po vieną papildomą
pergalės monetą už kiekvieną šį ėjimą užkariautą netuščią regioną.
SKRAIDYMAS: galite užkariauti bet kurį žemėlapio regioną, išskyrus jūras. Šie regionai neturi ribotis su
jau Jūsų valdomais.
HEROJIŠKUMAS: savo ėjimo pabaigoje padėkite abu savo herojus
dviejuose skirtinguose žemėlapio regionuose. Šie regionai turi
imunitetą priešininko puolimams ir rasės bei specialiosioms galioms tol,
kol juose yra herojai.
MIŠKAS: ėjimo pabaigoje pasiimkite po vieną papildomą pergalės monetą
už kiekvieną Jūsų kontroliuojamą miško regioną.
KOMANDOSAS: galite užkariauti bet kurį gretimą regioną, panaudodami
vienu žetonu mažiau nei įprastai. Tačiau minimalus vieno rasės žetono
kiekis vis dar privalomas.